In-game status bar

ABSTRACT

Aspects of the present disclosure involve a system comprising a computer-readable storage medium storing at least one program and a method for providing an in-game status bar. A gaming application is launched from a messaging application. A state in the messaging application from which the gaming application was launched is determined. A communication interface that is associated with the messaging application is generated for display, concurrently with a display of the gaming application. Functionality of the communication interface is modified based on the state in the messaging application from which the gaming application was launched.

CLAIM OF PRIORITY

This application is a continuation of U.S. patent application Ser. No. 16/177,332, filed Oct. 31, 2018, which is incorporated herein by reference in its entirety.

TECHNICAL FIELD

The present disclosure relates generally to messaging systems and more particularly to messaging within gaming applications.

BACKGROUND

The popularity for users to interact with other users online continues to grow. There are many ways for users to interact online with other users. Users can communicate with their friends using messaging applications and can play with other users online in multiplayer video games. However, there remains a disconnect between the people the user communicates with using the messaging applications and the people the user plays with in the multiplayer video games. In particular, a user typically has to leave a certain video game the user is playing to communicate with the user's friends through the messaging application and the user has to leave a conversation the user is having in the messaging application to play the video game.

BRIEF DESCRIPTION OF THE DRAWINGS

In the drawings, which are not necessarily drawn to scale, like numerals may describe similar components in different views. To easily identify the discussion of any particular element or act, the most significant digit or digits in a reference number refer to the figure number in which that element is first introduced. Some embodiments are illustrated by way of example, and not limitation, in the figures of the accompanying drawings in which:

FIG. 1 is a block diagram showing an example messaging system for exchanging data (e.g., messages and associated content) over a network, according to example embodiments.

FIG. 2 is a schematic diagram illustrating data which may be stored in the database of the messaging server system, according to example embodiments.

FIG. 3 is a schematic diagram illustrating a structure of a message generated by a messaging client application for communication, according to example embodiments.

FIGS. 4-5 are flowcharts illustrating example operations of the gaming application, according to example embodiments.

FIGS. 6-7 are illustrative user interfaces of the gaming application, according to example embodiments.

FIG. 8 is a block diagram illustrating a representative software architecture, which may be used in conjunction with various hardware architectures herein described, according to example embodiments.

FIG. 9 is a block diagram illustrating components of a machine able to read instructions from a machine-readable medium (e.g., a machine-readable storage medium) and perform any one or more of the methodologies discussed herein, according to example embodiments.

DETAILED DESCRIPTION

The description that follows includes systems, methods, techniques, instruction sequences, and computing machine program products that embody illustrative embodiments of the disclosure. In the following description, for the purposes of explanation, numerous specific details are set forth in order to provide an understanding of various embodiments. It will be evident, however, to those skilled in the art, that embodiments may be practiced without these specific details. In general, well-known instruction instances, protocols, structures, and techniques are not necessarily shown in detail.

Often, users utilize a messaging application to talk to their friends and a multiplayer video game to play with some known or an unknown group of users (a group that may not include their friends from the messaging application). This leaves the users with having to choose whether to talk to their friends on the messaging application or play with strangers in a video game application. In addition, while certain video game applications allow the user to chat with other users in the video game application, such chatting is limited to the users of the video game application (which may not include the user's friends on the messaging application) and has to be performed through the graphical user interface (GUI) of the video game application. Chatting through the GUI of the video game application typically results in poor user experience because the GUI of the gaming application is not only unfamiliar to the user but may also have limited, reduced and different functionality than that of the messaging application GUI. The disclosed embodiments improve the functionality of gaming application software and systems by providing an in-game status bar with advance messaging features from an electronic messaging application.

By providing an in-game status bar with advanced features, users can communicate with their friends in gaming applications with messaging application user interfaces they are familiar with and that have features that make communication more seamless, interesting and simpler. For example, avatars from the messaging application, the user is familiar with, can be used to simplify selection of friends to play with and communication with those friends in the gaming application. The user can communicate with other players in the gaming application using their voice and seeing who is talking based on which avatar is being animated as speaking with a waveform. This avoids any conversation the user is having with their friends in the game from distracting the user from playing the game.

Also, the way in which textual conversations are presented to the user are done in a way that is familiar to the user and least distracting. For example, textual conversations can be presented to the user in the gaming application using chat bubbles while limiting the number of and timing of displayed messages in the chat bubbles and using familiar font colors for the conversations. In this way, the user can have a conversation with their friends in a gaming application through the look and feel of the messaging application (e.g., the familiar messaging application GUI) and can access advanced, through the gaming application, conversation features of the messaging application (e.g., avatars, voice communication, etc.) and reduces the user's distraction from the game which improves the overall user experience.

FIG. 1 is a block diagram showing an example messaging system 100 for exchanging data (e.g., messages and associated content) over a network 106. The messaging system 100 includes multiple client devices 102, each of which hosts a number of applications including a messaging client application 104. Each messaging client application 104 is communicatively coupled to other instances of the messaging client application 104 and a messaging server system 108 via a network 106 (e.g., the Internet).

Accordingly, each messaging client application 104 is able to communicate and exchange data with another messaging client application 104 and with the messaging server system 108 via the network 106. The data exchanged between messaging client applications 104, and between a messaging client application 104 and the messaging server system 108, includes functions (e.g., commands to invoke functions) as well as payload data (e.g., text, audio, video, or other multimedia data).

Each messaging client application 104 is also able to communicate with one or more web-based gaming application server(s) 107. Each web-based gaming application server 107 hosts an HTML5 based game (or any other suitable web-based or markup-language-based game). Particularly, the messaging client application 104 launches a web-based game by accessing the HTML5 file from the web-based gaming application server 107 associated with the game. In certain embodiments, the games hosted by web-based gaming application server 107 are programmed in JavaScript leveraging an SDK stored on gaming application platform 124 provided by the messaging server system 108. The SDK includes application programming interfaces (APIs) with functions that can be called or invoked by the web-based gaming application. In certain embodiments, the gaming application platform 124 includes a JavaScript library that provides a given gaming application access to certain user data of the messaging client application 104. HTML5 is used as an example technology for programming games according to some embodiments but games programmed based on other technologies can be used.

In order to integrate the functions of the SDK into the game, the SDK is downloaded by the web-based gaming application server 107 from the messaging server system 108 or is otherwise received by the web-based gaming application server 107. Once downloaded or received, the SDK is included as part of the application code of the web-based game. The code of the web-based game can then call or invoke certain functions of the SDK to integrate features of the messaging client application 104 into the web-based gaming application. Some of the functions and functionality of the SDK which the web-based gaming application and the messaging client application 104 can call are discussed in detail in commonly-owned, commonly-assigned Alexander R. Osborne et al., U.S. patent application Ser. No. 16/177,335, filed Oct. 31, 2018, entitled “MESSAGING AND GAMING APPLICATIONS COMMUNICATION PLATFORM,” which is hereby incorporated by reference.

For example, upon being launched, the gaming application can invoke an initialize function of the SDK (e.g., using the gaming application platform 124) to obtain various features of the messaging client application 104. Once invoked, the initialize function causes the messaging application to generate a response message for transmission to the gaming application. Specifically, the messaging client application 104 may include in the response message a conversation identifier, a gaming application identifier, one or more attributes of the conversation (e.g., conversation size, participants, font color of each participant's message text), user identifier information, display screen parameters (indicating regions of the display that can be occupied by the gaming user interface and regions of the display that will be occupied by the features of the messaging application), a context (e.g., whether the game was launched from a discovery screen of the messaging application, a conversation, an instant message, a non-conversation interface, etc.), and a geographical region. The web-based gaming application processes the message returned from the messaging client application 104 to determine the context from which the gaming application was launched.

As another example, the messaging application shares user data with the web-based gaming application based on the context from which the game was launched using the gaming application platform 124. Specifically, if the game was launched from a conversation, the messaging application includes attributes of the conversation in a response message for transmission to the gaming application. In response to receiving the conversation attributes, the gaming application presents data from the conversation (e.g., identifiers of conversation participants, font colors of the participant messages, etc.) together with the gaming interface to integrate the conversation into the game. Alternatively, if the game was launched from a discovery screen (or a non-conversation interface), only the user identifier may be provided and shared with the gaming application. In response to the game receiving a user request to invite another user to the game, the game invokes a play with friends function to cause the messaging application to present a list of the user's friends to the user (without actually sending the list of friends to the game). Once the user selects the friends from the list whom the user would like to invite to the game, the identifiers of only the selected friends are transmitted from the messaging application to the gaming application to add the selected friends to the gaming interface and integrate the selected friends into the game via the platform.

As another example, the web-based gaming application is authorized to integrate features of the messaging application using the gaming application platform 124. At prespecified time intervals (e.g., every 90 seconds), the gaming application invokes the token authentication function to provide an authentication token. A message is sent to the messaging application through the gaming platform indicating that the token authentication function was invoked. In response, the messaging application determines whether the gaming application calling the function is allowed to communicate with the messaging application. If the gaming application is allowed to communicate with the messaging application, the messaging application provides a unique token in a response message via the platform to the gaming application. In certain embodiments, a gaming application is determined to be allowed to communicate with the messaging application if the gaming application was launched directly from the messaging application. In this way, if the user tried to access the gaming application through a website associated with the gaming application without going through the messaging application, the gaming application will be determined to not be allowed to communicate with the messaging application and will not be provided with the authentication token. Additional gaming data needed to run the gaming application will not be accessible to the game which in turn restricts the gaming application to being allowed to be launched only directly through the messaging application. The token provided in the message from the messaging application to the gaming application may only be valid for 90 seconds. If the gaming application communicates with an expired token with the messaging application, the gaming application will not get a response from the messaging application or will be instructed by the messaging application that the token is expired. Further gaming data (e.g., gaming application data 207) will no longer be made available to the gaming application.

As another example, a social-based feature of the messaging application is prevented from being available to the web-based gaming application using the gaming application platform 124. For example, if the game was launched from a discovery screen (or a non-conversation interface), only the user identifier may be provided and shared with the gaming application. In response to the game receiving a user request to invite another user to the game, the game invokes a play with friends function to cause the messaging application to present a list of the user's friends to the user (without actually sending the list of friends to the game). Once the user selects those friends from the list whom the user would like to invite to the game, the identifiers of only those selected friends are transmitted from the messaging application to the gaming application to add those friends to the gaming application interface and integrate those friends into the game.

As another example, the user's avatar from the messaging application may only be made available to the gaming application in response to the gaming application invoking a fetch avatar image function. Specifically, the gaming application may determine a need to include a user's avatar next to score information presented in the gaming application. In this scenario, the gaming application, after being launched, invokes the fetch avatar image function which passes a message to the messaging application with the user's identification information. The messaging application then generates a response message that includes an image representing the user's avatar obtained from the message application (or a link to the avatar image) and provides the response to the gaming application through the platform. The gaming application then integrates the user's avatar by displaying the avatar next to the score information in the game interface.

As another example, the gaming application platform 124 provides a reward video to the web-based gaming application and a leaderboard. The messaging application receives, via the platform 124, from the web-based gaming application a reward video request. For example, the gaming application may decide to give the user the opportunity to purchase or receive an upgrade at a reduced cost or for free if the user watches one or more advertisements. In response, the gaming application invokes a reward video related function to cause one or more advertisements to be presented to the user. the messaging application selects a reward video. As an example, the gaming application invokes a get unconsumed reward video function. This function causes the messaging application to retrieve an advertisement video from the reward video system 125 that the reward video system 125 determines based on a user profile has not been delivered to the user. The messaging application provides the gaming application a unique identifier of each selected reward video. As another example, the gaming application invokes a retrieve reward video function that provides the unique identifier of the reward video. This function causes the messaging application to prepare a reward video advertisement corresponding to the unique identifier to be displayed later during gameplay. This ensures that when the user decides to view a reward video advertisement, the advertisement can be delivered to the user without delay. Specifically, in response to determining that the retrieve reward video function has been invoked by the gaming application, the messaging application communicates with the reward video system 125 to select and mark one or more video advertisements that match a user profile and that match the unique identifier provided by the gaming application. These selected and marked video advertisements is cached in a user's profile for a prespecified period of time until the gaming application informs the messaging application to present the cached video advertisements by way of invoking a watch reward video function. In some cases, the gaming application invokes a reward video ready function to determine whether the one or more video advertisements matching a unique identifier have been cached by the messaging application and are ready to present to the user. In some cases, the messaging application invokes a reward video ready function to inform the gaming application that the requested reward video advertisement is ready to be shown to the user. This function may include the unique identifier of the reward video that is ready to be presented.

The messaging application transmits, via the platform 124, to the web-based gaming application an indication of consumption of the reward video. For example, once the messaging application starts presenting the reward video to the user in response to the watch reward video function being invoked, the messaging application informs the gaming application through the platform that the reward video matching a unique identifier has started being consumed. The gaming application may invoke a consume reward video function to inform the messaging application that the reward video has been consumed. The messaging application may invoke a reward video complete function to inform the gaming application that the requested reward video advertisement matching the unique identifier has been completely consumed by the user. In some implementations, the gaming application in response to receiving the message from this function that the reward video was consumed, makes available to the user the reward associated with the video (e.g., the selected game upgrade or update to the score).

As another example, leaderboard managed by the messaging application is updated in response to receiving game score information from the web-based gaming application via platform 124. For example, the gaming application may invoke a submit score to leaderboard function. This function may include a leaderboard identifier and score information that are passed in a message to the messaging application. Based on the leaderboard identifier and score information, the messaging application updates the corresponding leaderboard associated with the leaderboard identifier with the updated score information. In this way, the messaging application can maintain a leaderboard for a game without providing the game any sensitive information about who is in the leaderboard. Namely, the messaging application rather than the gaming application maintains the leaderboard and has exclusive access to updating the leaderboard. The messaging application may determine leaders on the leaderboard on a geographical region basis or among a user's friends. The leaderboard is presented by the messaging application to a user in response to receiving a leaderboard request from the web-based gaming application. For example, when the gaming application determines a need to present a leaderboard to a user (e.g., at the end of a stage or match or in response to receiving a user selection of a leaderboard button), the gaming application invokes a leaderboard function. The leaderboard function passes a message to the messaging application that identifies the leaderboard and causes the messaging application to present the leaderboard corresponding to the leaderboard identifier to the user. In this way, the leaderboard can be presented to the user without providing information to the gaming application about the status of various users on the leaderboard.

As another example, the gaming application platform 124 allows the messaging application to communicate volume settings, focus information and loading information between the messaging application and the web-based gaming application. The messaging application transmits, via the gaming application platform 124, to the gaming application a volume level of the web-based gaming application. For example, a user during gameplay in the gaming application may decide to conduct a voice party with the user's friends that are in the conversation playing the game. The voice party may allow each of the users to talk via a microphone and hear each other through the speakers during gameplay to avoid the need to type messages during gameplay. In response to the messaging application detecting activation of the voice party feature of the messaging application, the messaging application may invoke the function to set a volume of the web-based gaming application. Specifically, this function may pass a message to the gaming application from the messaging application setting a volume of the web-based gaming application relative to the volume of the voices output by the speakers. In some implementations, the gaming application does not receive information from the messaging application about the level of the volume of the voice party line or any of the communications on the voice party line. All of the user's voice information is exchanged solely through the messaging application and the voice information and processing is handled by the messaging application. The messaging application simply informs the gaming application to set the volume to a particular level that the messaging application selects based on the volume set for the voice party line. In some other implementations, the volume of the voice party line is communicated to the gaming application with an instruction indicating how much to set the gaming application volume relative to the voice party line volume.

At least one of an indication of a user's focus or display screen parameters are transmitted, via the platform, from the messaging application to the web-based gaming application. For example, the messaging application invokes a did lose focus function to inform the gaming application that the user has lost focus from the game and why. This informs the game that certain game elements cannot be selected on the screen because the user's focus has shifted to a different application or a different feature of the messaging application. The feature may block the portion of the screen displaying the web-based gaming application which prevents the user from interacting with the game. In response, the gaming application pauses or terminates gameplay. The messaging application may invoke a did gain focus function to inform the game that the user has re-gained focus for the game. This means that the user has stopped focusing on the application or feature that was obstructing view of the game and can now again interact with the game. In response, the gaming application may resume gameplay.

The SDK stored on gaming application platform 124 effectively provides the bridge between the web-based gaming application and the messaging client application 104. This provides the user with a seamless experience of communicating with their friends on the messaging client application 104 preserving the look and feel of the messaging client application 104 while playing a web-based gaming application. To bridge the web-based gaming application and the messaging client application 104, in certain embodiments, the SDK facilitates communication between the web-based gaming application server 107 and the messaging client application 104. In certain embodiments, a WebViewJavaScriptBridge running on a client device 102 establishes two one-way communication channels between the web-based gaming application and the messaging client application 104. Messages are sent between the web-based gaming application and the messaging client application 104 via these communication channels asynchronously. Each SDK function invocation is sent as a message and callback for each SDK function is implemented by constructing a unique callback identifier and sending a message with that callback identifier.

By utilizing the SDK, not all of the information from the messaging client application 104 is shared with the web-based gaming application server 107. The SDK limits which information is shared based on the needs of the web-based gaming application and based on a context from which the web-based gaming application was launched by the messaging client application 104. Also, by using the SDK, the gaming application is provided with information as to the state from which the gaming application was launched from the messaging application. Based on this state information, functionality of a communication interface provided by the gaming application can be modified.

In certain embodiments, each web-based gaming application server 107 provides the HTML5 file corresponding to the web-based gaming application to the messaging server system 108. The messaging server system 108 can add a visual representation of the game in the messaging client application 104. Once the user selects the visual representation or instructs the messaging client application 104 through a GUI of the messaging client application 104 to launch the game, the messaging client application 104 obtains the HTML5 file and instantiates and initiates all the resources necessary to launch the game. In some cases, the messaging client application 104 accesses the corresponding web-based gaming application server 107 to launch the game.

The messaging server system 108 provides server-side functionality via the network 106 to a particular messaging client application 104. While certain functions of the messaging system 100 are described herein as being performed by either a messaging client application 104 or by the messaging server system 108, it will be appreciated that the location of certain functionality either within the messaging client application 104 or the messaging server system 108 is a design choice. For example, it may be technically preferable to initially deploy certain technology and functionality within the messaging server system 108, but to later migrate this technology and functionality to the messaging client application 104 where a client device 102 has a sufficient processing capacity.

The messaging server system 108 supports various services and operations that are provided to the messaging client application 104. Such operations include transmitting data to, receiving data from, and processing data generated by the messaging client application 104. This data may include message content, client device information, geolocation information, media annotation and overlays, virtual objects, message content persistence conditions, social network information, and live event information, as examples. Data exchanges within the messaging system 100 are invoked and controlled through functions available via user interfaces (UIs) of the messaging client application 104.

Turning now specifically to the messaging server system 108, an Application Program Interface (API) server 110 is coupled to, and provides a programmatic interface to, an application server 112. The application server 112 is communicatively coupled to a database server 118, which facilitates access to a database 120 in which is stored data associated with messages processed by the application server 112.

Dealing specifically with the API server 110, this server receives and transmits message data (e.g., commands and message payloads) between the client device 102 and the application server 112. Specifically, the API server 110 provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the messaging client application 104 and the web-based gaming application server 107 in order to invoke functionality of the application server 112. The API server 110 exposes various functions supported by the application server 112, including account registration; login functionality; the sending of messages, via the application server 112, from a particular messaging client application 104 to another messaging client application 104; the sending of media files (e.g., images or video) from a messaging client application 104 to the messaging server application 114, and for possible access by another messaging client application 104; the setting of a collection of media data (e.g., story); the retrieval of such collections; the retrieval of a list of friends of a user of a client device 102; the retrieval of messages and content; the adding and deleting of friends to a social graph; the location of friends within a social graph; access to reward videos stored on reward video system 125; access to user conversation data; access to avatar information stored on messaging server system 108; access to authentication tokens; access to a leaderboard; access to game score information; and opening an application event (e.g., relating to the messaging client application 104).

The application server 112 hosts a number of applications and subsystems, including a messaging server application 114, an image processing system 116, a social network system 122, gaming application platform 124, and reward video system 125. The messaging server application 114 implements a number of message processing technologies and functions, particularly related to the aggregation and other processing of content (e.g., textual and multimedia content) included in messages received from multiple instances of the messaging client application 104. As will be described in further detail, the text and media content from multiple sources may be aggregated into collections of content (e.g., called stories or galleries). These collections are then made available, by the messaging server application 114, to the messaging client application 104. Other processor- and memory-intensive processing of data may also be performed server-side by the messaging server application 114, in view of the hardware requirements for such processing.

The application server 112 also includes an image processing system 116 that is dedicated to performing various image processing operations, typically with respect to images or video received within the payload of a message at the messaging server application 114.

The social network system 122 supports various social networking functions and services and makes these functions and services available to the messaging server application 114. To this end, the social network system 122 maintains and accesses an entity graph within the database 120. Examples of functions and services supported by the social network system 122 include the identification of other users of the messaging system 100 with which a particular user has relationships or is “following” and also the identification of other entities and interests of a particular user. Such other users may be referred to as the user's friends.

The reward video system 125 stores multiple advertisements. These advertisements may include a collection of video clips (e.g., 30-40 second video clips). A given web-based gaming application can use the advertisements stored on reward video system 125 to provide a reward to a user in the web-based gaming application. For example, a user can be provided with the option to watch a given advertisement in the video game to advance a level, to upgrade armor or weapons, to increase a score, or to purchase game content. The reward video system 125 can include a collection of profiles for each user of the messaging server system 108. Based on the profiles, the reward video system 125 can select advertisements suitable or that may interest a given user. The reward video system 125 may also keep track of which advertisements each user of the messaging server system 108 has watched to avoid presenting the same advertisements multiple times to the same user. Leveraging the reward video system 125 managed by the messaging server system 108 avoids the web-based gaming application server 107 having to obtain and manage its own advertisements.

The application server 112 is communicatively coupled to a database server 118, which facilitates access to a database 120 in which is stored data associated with messages processed by the messaging server application 114.

FIG. 2 is a schematic diagram 200 illustrating data, which may be stored in the database 120 of the messaging server system 108, according to certain example embodiments. While the content of the database 120 is shown to comprise a number of tables, it will be appreciated that the data could be stored in other types of data structures (e.g., as an object-oriented database).

The database 120 includes message data stored within a message table 214. An entity table 202 stores entity data, including an entity graph 204. Entities for which records are maintained within the entity table 202 may include individuals, corporate entities, organizations, objects, places, events, and so forth. Regardless of type, any entity regarding which the messaging server system 108 stores data may be a recognized entity. Each entity is provided with a unique identifier, as well as an entity type identifier (not shown).

The entity graph 204 furthermore stores information regarding relationships and associations between entities. Such relationships may be social, professional (e.g., work at a common corporation or organization), interest-based, or activity-based, merely for example.

Message table 214 may store a collection of conversations between a user and one or more friends or entities. Message table 214 may include various attributes of each conversation, such as the list of participants, the size of the conversation (e.g., number of users and/or number of messages), the chat color of the conversation, a unique identifier for the conversation, and any other conversation related feature(s). Information from message table 214 may be provided in limited form and on a limited basis to a given web-based gaming application based on functions of the messaging client application 104 invoked by the web-based gaming application.

The database 120 also stores annotation data, in the example form of filters, in an annotation table 212. Database 120 also stores annotated content received in the annotation table 212. Filters for which data is stored within the annotation table 212 are associated with and applied to videos (for which data is stored in a video table 210) and/or images (for which data is stored in an image table 208). Filters, in one example, are overlays that are displayed as overlaid on an image or video during presentation to a recipient user. Filters may be of various types, including user-selected filters from a gallery of filters presented to a sending user by the messaging client application 104 when the sending user is composing a message. Other types of filters include geolocation filters (also known as geo-filters), which may be presented to a sending user based on geographic location. For example, geolocation filters specific to a neighborhood or special location may be presented within a UI by the messaging client application 104, based on geolocation information determined by a Global Positioning System (GPS) unit of the client device 102. Another type of filter is a data filter, which may be selectively presented to a sending user by the messaging client application 104, based on other inputs or information gathered by the client device 102 during the message creation process. Examples of data filters include current temperature at a specific location, a current speed at which a sending user is traveling, battery life for a client device 102, or the current time.

Other annotation data that may be stored within the image table 208 is so-called “lens” data. A “lens” may be a real-time special effect and sound that may be added to an image or a video.

As mentioned above, the video table 210 stores video data which, in one embodiment, is associated with messages for which records are maintained within the message table 214. Similarly, the image table 208 stores image data associated with messages for which message data is stored in the entity table 202. The entity table 202 may associate various annotations from the annotation table 212 with various images and videos stored in the image table 208 and the video table 210.

Gaming application(s) data 207 stores gaming information associated with one or more web-based gaming application. Such gaming information may include a visual representation or icon of the given web-based game. Such a visual representation is used by the messaging application to identify the game and allow the user to select the visual representation to launch the game. The gaming information may include information identifying the maximum number of players a given game can host. This information is used by the messaging application to determine whether a game launched from a given conversation having a certain number of participants can support all of the participants of the conversation. The gaming information may include score information for each game. Such score information can be used by the messaging application to manage and maintain a leaderboard that is specific to each game and/or that is geographically relevant. Namely, the leaderboard can represent leaders of the web-based game among a group of users in a particular geographical location or across the entire list of users of the messaging application. A leader represents a user with a higher score than another user though other attributes can be used to define a leader (e.g., a user who plays a game more time than another user). The gaming information may include a current volume level setting of the gaming application. This may be used by the messaging application to set the volume of the audio of a voice conversation relative to the gaming application volume (e.g., to set the audio of the conversation to be 50% greater than the gaming application volume or set the gaming application volume to 50% less than the volume of the conversation audio).

Gaming application API functions 209 stores a number of functions of the SDK stored on gaming application platform 124. The gaming application API functions 209 stores the code that is executed when a given function of the API is invoked by the web-based gaming application or the messaging client application 104. Such API functions, discussed above and below, can include.

-   -   A function to initialize the web-based gaming application.     -   A function to set a volume of the web-based gaming application.     -   A function to provide an authentication token to the web-based         gaming application.     -   A loading progress function which indicates to the messaging         application the loading progress of the web-based game.     -   A loading complete function which indicates to the messaging         application that loading of the web-based game has completed.     -   A fetch avatar image function which is used by the web-based         gaming application to obtain an avatar matching a given user(s)'         identification.     -   A play with friends function to allow a user to select friends         of the user on the messaging application to play with using the         look and feel of the messaging application.     -   Reward video related functions to retrieved advertisements from         reward video system 125 and track whether the user completed         watching the given advertisements.     -   A leaderboard function to allow the web-based game to retrieve         the leaderboard from gaming application data 207 to present to         the user.     -   A submit score to leaderboard function to allow the web-based         game to send to the messaging application score information for         a given user to be updated in the leaderboard stored in the         gaming application data 207.     -   An add/remove user function to allow the messaging application         to add or remove users from the web-based gaming application.     -   A focus function to allow the messaging application to inform         the web-based gaming application whether the user has         lost/regained focus in the game so that the game knows the user         is or is not active in the game and whether the user can or         cannot interact with the game directly.

A story table 206 stores data regarding collections of messages and associated image, video, or audio data, which are compiled into a collection (e.g., a story or a gallery). The creation of a particular collection may be initiated by a particular user (e.g., each user for which a record is maintained in the entity table 202). A user may create a “personal story” in the form of a collection of content that has been created and sent/broadcast by that user. To this end, the UI of the messaging client application 104 may include an icon that is user-selectable to enable a sending user to add specific content to his or her personal story. The UI of the messaging client application 104 may include selectable options to enable a sending user to add a modified video clip that has a virtual object to his or her personal story.

A collection may also constitute a “live story,” which is a collection of content from multiple users that is created manually, automatically, or using a combination of manual and automatic techniques. For example, a “live story” may constitute a curated stream of user-submitted content from various locations and events. Users whose client devices have location services enabled and are at a common location event at a particular time may, for example, be presented with an option, via a UI of the messaging client application 104, to contribute content to a particular live story. The live story may be identified to the user by the messaging client application 104, based on his or her location. The end result is a “live story” told from a community perspective.

A further type of content collection is known as a “location story,” which enables a user whose client device 102 is located within a specific geographic location (e.g., on a college or university campus) to contribute to a particular collection. In some embodiments, a contribution to a location story may require a second degree of authentication to verify that the end user belongs to a specific organization or other entity (e.g., is a student on the university campus).

FIG. 3 is a schematic diagram illustrating a structure of a message 300, according to some embodiments, generated by a messaging client application 104 for communication to a further messaging client application 104 or the messaging server application 114. The content of a particular message 300 is used to populate the message table 214 stored within the database 120, accessible by the messaging server application 114. Similarly, the content of a message 300 is stored in memory as “in-transit” or “in-flight” data of the client device 102 or the application server 112. The message 300 is shown to include the following components:

-   -   A message identifier 302: a unique identifier that identifies         the message 400.     -   A message text payload 304: text, to be generated by a user via         a UI of the client device 102 and that is included in the         message 400.     -   A message image payload 306: image data, captured by a camera         component of a client device 102 or retrieved from memory of a         client device 102, and that is included in the message 300.     -   A message video payload 308: video data, captured by a camera         component or retrieved from a memory component of the client         device 102 and that is included in the message 300.     -   A message audio payload 310: audio data, captured by a         microphone or retrieved from the memory component of the client         device 102, and that is included in the message 300.     -   A message annotations 312: annotation data (e.g., filters,         stickers, or other enhancements) that represents annotations to         be applied to message image payload 306, message video payload         308, or message audio payload 310 of the message 300.     -   A message duration parameter 314: parameter value indicating, in         seconds, the amount of time for which content of the message         (e.g., the message image payload 306, message video payload 408,         message audio payload 310) is to be presented or made accessible         to a user via the messaging client application 104.     -   A message geolocation parameter 316: geolocation data (e.g.,         latitudinal and longitudinal coordinates) associated with the         content payload of the message. Multiple message geolocation         parameter 316 values may be included in the payload, with each         of these parameter values being associated with respect to         content items included in the content (e.g., a specific image         within the message image payload 306, or a specific video in the         message video payload 308).     -   A message story identifier 318: identifier value identifying one         or more content collections (e.g., “stories”) with which a         particular content item in the message image payload 306 of the         message 300 is associated. For example, multiple images within         the message image payload 306 may each be associated with         multiple content collections using identifier values.     -   A message tag 320: each message 300 may be tagged with multiple         tags, each of which is indicative of the subject matter of         content included in the message payload. For example, where a         particular image included in the message image payload 306         depicts an animal (e.g., a lion), a tag value may be included         within the message tag 320 that is indicative of the relevant         animal. Tag values may be generated manually, based on user         input, or may be automatically generated using, for example,         image recognition.     -   A message sender identifier 322: an identifier (e.g., a         messaging system identifier, email address, or device         identifier) indicative of a user of the client device 102 on         which the message 300 was generated and from which the message         300 was sent.     -   A message receiver identifier 324: an identifier (e.g., a         messaging system identifier, email address, or device         identifier) indicative of user(s) of the client device 102 to         which the message 300 is addressed. In the case of a         conversation between multiple users, the identifier may indicate         each user involved in the conversation.

The contents (e.g., values) of the various components of message 300 may be pointers to locations in tables within which content data values are stored. For example, an image value in the message image payload 306 may be a pointer to (or address of) a location within an image table 208. Similarly, values within the message video payload 308 may point to data stored within a video table 210, values stored within the message annotations 312 may point to data stored in an annotation table 212, values stored within the message story identifier 318 may point to data stored in a story table 306, and values stored within the message sender identifier 322 and the message receiver identifier 324 may point to user records stored within an entity table 202.

FIGS. 4-5 are flowcharts illustrating example operations of the gaming application in performing processes 400-500, according to example embodiments. The processes 400-500 may be embodied in computer-readable instructions for execution by one or more processors such that the operations of the processes 400-500 may be performed in part or in whole by the functional components of the messaging server system 108; accordingly, the processes 400-500 are described below by way of example with reference thereto. However, in other embodiments at least some of the operations of the processes 400-500 may be deployed on various other hardware configurations. The processes 400-500 are therefore not intended to be limited to the messaging server system 108 and can be implemented in whole, or in part, by any other component (e.g., web-based gaming application server 107).

Process 400 may be performed by the messaging server system 108 provide a communication interface in a gaming application to a user. At operation 401, the messaging application launches a gaming application. For example, the messaging client application 104 presents icons to a user representing various web-based gaming applications. In response to receiving a user selection of one of the icons, the messaging client application 104 may retrieve the HTML5 file of the corresponding web-based gaming application and instantiate resources needed by the gaming application. The messaging client application 104 then sends an instruction to web-based gaming application server 107 to launch the corresponding game. In particular, the HTML5 file of the gaming application, upon being opened or accessed by the messaging client application 104, may invoke an initialize function of the SDK of the gaming application platform 124.

At operation 402, the messaging application determines a state in the messaging application from which the gaming application was launched. For example, the messaging client application 104 determines whether the game was launched from a discovery screen of the messaging application, a conversation, an instant message, or a non-conversation interface and include this information in the message to the gaming application. This information is sent to the gaming application in a message via the platform 124 (as discussed above). The gaming application may modify an aspect of a user interface of the gaming application based on the state from which the messaging application launched the gaming application.

At operation 404, the messaging application generates for display, concurrently with a display of the gaming application, a communication interface that is associated with the messaging application. For example, the messaging application instructs the gaming application via platform 124 to present a chat bar that has one or more options for a user to select to communicate with one or more friends of the user from the messaging application.

The chat bar that is presented in the gaming application is shown in more detail in FIGS. 6-7 below. The chat bar may be a horizontal bar at the bottom of the screen. In some implementations, the chat bar is persistently presented during gameplay of the gaming application. In some implementations, the chat bar may appear at predetermined intervals or periods in the gameplay. For example, the chat bar may disappear during an action segment of gameplay but may then automatically reappear after the action segment is over in the gaming application. The chat bar may include a number of functions, options or features that are either enabled or disabled (appear as options or not) depending on the state from which the gaming application was launched by the messaging application.

For example, the chat bar includes an invite interface, chat bubbles, a voice party line option, a presence indicator, a support workflow option, a game audio option, and a leave game confirmation alert. The chat bar may also include a reward video viewer interface. The invite interface may provide the user with options to invite or remind other participants of their conversation to play the game. In some implementations, the invite interface obscures the entire screen of the gaming application. In some other implementations, the invite interface is scaled down to only obscure a portion of the gaming application interface.

At operation 406, the messaging application modifies functionality of the communication interface based on the state in the messaging application from which the gaming application was launched. For example, when the gaming application is launched from a conversation (or an instant message or a non-discovery screen) in the messaging application, the chat bar may include the chat bubbles, the voice party line option, the presence indicator, and the invite interface to invite friends from the conversation. On the other hand, when the gaming application is launched from a non-conversation (a discovery screen) of the messaging application, the chat bar may only include an option to exit the game and return to the messaging application interface and/or an option to invite one or more friends to play the game. These friends may be any friend of the user from the messaging application. Certain features of the chat bar are disabled including the chat bubbles, text entry interface, and voice party line when the gaming application is launched from the non-conversation state of the messaging application. In this case, the game can be played in a solo player mode in which the user is the only player in the game.

Returning to FIG. 5, process 500 may be performed by the messaging server system 108 provide a communication interface in a gaming application to a user. At operation 501, the messaging application determines if the gaming application was launched from a conversation. In response to determining that the gaming application was launched from a conversation, the process proceeds to operation 502, otherwise the process proceeds to operation 506. For example, the messaging application may determine if the user selected a join game option from within a chat interface of a conversation between one or more other friends. In such circumstances, the messaging application determines that the gaming application was launched from a conversation. Alternatively, the messaging application may be presenting a discovery screen to the user with various information about the messaging application including news, stories, and information about other users. From this screen, the user may select an option to view a list of games. In response to the messaging application receiving a user selection of one of the games, the corresponding game is launched by the messaging application. In such circumstances, the messaging application determines that the gaming application was launched from a non-conversation interface.

At operation 502, the messaging application determines that a voice option has been activated. For example, the messaging application may receive a message from the gaming application via platform 124 that a selection of a voice partly line option was received while the user was playing the game. The voice party line option may allow players in the gaming application to communicate with their voices using microphones and speakers. As users speak during gameplay, the voice is captured by the user's microphone, sent as an audio file to the messaging application, and delivered to other players or members of the conversation in audible form.

At operation 503, the messaging application determines the current volume level of the gaming application to be a first volume level. For example, the messaging application sends a message to the gaming application via platform 124 requesting the gaming application provide the current volume level setting in a response message.

At operation 504, the gaming application reduces the volume level of the gaming application to a second volume level. For example, the messaging application computes, as a second volume level, a fraction of the current gaming application volume level (e.g., 50%) and transmits an instruction by way of a message via platform 124 to the gaming application to reduce the gaming application volume level to the second volume level.

At operation 505, audio communications between participants to the conversation are exchanged at the first volume level while game audio is provided at the second volume level. For example, the messaging application receives audio from a given user in the conversation and outputs the audio from the user to other participants to the conversation at the first volume level of the game. In this way, the audio relating to the conversation is output to the users in the conversation is louder than the audio of the gaming application output to the users. In some implementations, after the participants terminate the voice party line and stop exchanging verbal and audio conversation, the messaging application instructs or sends a message to the gaming application to resume outputting game audio at the first volume level (e.g., at the volume level the audio was being output before the voice party line option was selected).

At operation 506, the gaming application presents an option to select one or more friends of the user in the messaging application with whom to play the gaming application. For example, as discussed below, the gaming application presents an invite option 605 in the chat bar 600 (FIG. 6).

At operation 507, the messaging application presents to the user a list of friends of the user identifying individual users and groups of users. For example, as discussed below, the messaging application presents a play with screen 701 (FIG. 7) that lists individual friends and groups of friends of the user. From this screen, a user can select friends or groups with whom to play the gaming application. Any selected friend or group is sent an invitation by the messaging application and any friend or group that agrees to join the game is added to a conversation group that is sent to the gaming application via platform 124. The gaming application adds the users in the identified group to the participants identified in the chat bar 600 (FIG. 6).

FIG. 6 shows illustrative user interfaces of the gaming application according to some embodiments. For example, the gaming application includes a chat bar 600. Chat bar 600 may be presented concurrently with the interface 650 of the gaming application. In an embodiment, the chat bar 600 is partially transparent allowing the user to see the gaming application interface behind the chat bar 600 to reduce the obstruction caused by the chat bar 600. Chat bar 600 includes various options including presence indicators 601, 602 which represent different avatars of different users, an invite option 605, chat bubbles, a voice party line option 613, a textual chat entry interface 614, and an exit option 606. As discussed above, certain ones of these options may be omitted or unavailable depending on the state from which the gaming application was launched by the messaging application.

For example, the messaging application may launch the gaming application from a conversation the user is having with a number of friends in the gaming application. In such circumstances, the gaming application may retrieve representations (e.g., avatars) of each participant in the conversation the user was having in the messaging application. In certain situations, less than all of the users in the conversation agree to play the gaming application with the user. In these cases, the messaging application only provides the avatars to the gaming application of the users from the conversation who agreed to join the user in playing the game. The avatars of each of these participants provided by the messaging application to the gaming application via platform 124 may be presented in the user interface as presence indicators 601, 602 during gameplay of the gaming application in chat bar 600. Presence indicators 601 and 602 visually identify to the user all or some of the participants of the conversation that are playing the game with the user.

In certain cases, the names of each participant is obscured or is not presented when the presence indicators 601, 602 are represented in chat bar 600. Also, a portion of the avatar image may be obscured behind a portion of the interface of the chat bar 600 (e.g., behind the text entry interface) revealing only the top of the head of the avatar (e.g., only showing the eyes and hair of the avatar, or enough of the avatar for the user to recognize the user associated with the avatar). The gaming application may detect that the user taps or otherwise selects a given presence indicator 601 (e.g., avatar). In response to detecting that the given presence indicator 601 was selected, the full avatar image associated with the selected presence indicator 601 may be revealed along with the name of the user associated with that avatar while the other avatar images (e.g., the avatar associated with presence indicator 602) remain partially hidden. For example, the full face of the avatar image associated with the selected presence indicator 601 may be revealed while only a portion of the face of the avatar image associated with the presence indicator 602 (that was not selected) (e.g., only the eyes and hair of the avatar) are presented. The name of the user associated with the presence indicator 601 that was selected may be obtained from the messaging application and presented in an oval pill shape form underneath, on top of, or next to the presence indicator 601.

After a threshold period of time, the avatar image associated with presence indicator 601 that was selected may be returned to the default hidden state where only a portion of the avatar is shown and the name of the user associated with the avatar is hidden. Namely, after a threshold period of time all of the avatars associated with presence indicators 601 and 602, may be partially hidden revealing only a portion of the face of those avatar images. In this way, less of the gaming interface is obstructed by the communication interface which improves the overall user experience.

In some embodiments, the names of each participant is shown persistently in the chat bar. Also, a portion of the avatar image may be obscured behind the name of the user associated with that avatar. In some implementations, the name of the user associated with the avatar may be placed above or below the avatar so as to not obscure any portion of the avatar. Such an implementation is shown in chat bar 730 (FIG. 7) discussed below.

In some embodiments, the messaging application may launch the gaming application from a conversation the user is having with a number of friends in the gaming application. In such circumstances, selection of invite option 605 may cause the gaming application to obtain from the messaging application via platform 124 a list of all of the participants of the conversation. In some embodiments, the conversation may have involved ten users and four out of the ten users agreed to play the game with the user. In such circumstances, when the gaming application receives a user selection of the invite option 605, the messaging application may only provide the identifiers of the remaining six conversation participants via platform 124. In some implementations, the messaging application provides the full list of conversation participants to the gaming application in response to the user selecting invite option 605. In response to receiving the list of participants of the conversation, the gaming application presents a friend invites screen 610 or 620 as part of or separate from chat bar 600.

From the friend invites screen 610 or 620, the user can tap or otherwise select friends involved in the conversation to invite to play the game. The friend invites screen 610 and 620 may present a list of all of the user's friends who are involved in the conversation the user was having when the user launched the gaming application from the messaging application. In some embodiments, a name of each conversation participant may be included in the friend invites screen 610 and 620. The user can select one or more participants or members of the conversation to invite to the game.

In a first implementation, shown in connection with invites screen 610, where the user selects each participant to invite (e.g., by marking a checkbox associated with that participant) and then invitations are sent those selected participants (e.g., with marked checkboxes) after the user subsequently selects an invite option. In this first implementation, the invite option causes invites to be sent to each participant the user identifies after the user separately identifies those participants. In a second implementation, shown in connection with invites screen 620, invitations are sent to each participant as the user selects a ring option associated that participant. In this second implementation, rather than waiting for the user to select an invite option following selection of each participant in the list, invites are sent on an on-going basis one at a time as each participant is selected by way of the ring option.

According to the first implementation, the gaming application detects a user input that taps or selects a given participant listed in the invites screen 610. In response, the gaming application adds a checkmark or other indicator to indicate to the user those participants the user selected to invite. After the user finishes selecting the friends to invite to play the game, the gaming application may receive a user selection of an invite option. In response to receiving the selection of the invite option, the gaming application sends identifiers to the messaging application via platform 124 of the selected participants the user identified. The messaging application may then transmit messages to those identified participants enabling them to join the game.

According to the second implementation, the gaming application presents a ring option for each participant in the list in invites screen 620. In response to the gaming application detecting a user input that taps or selects a ring option 621 for a given participant listed in the invites screen 620, the gaming application immediately sends an identifier of the selected participant to the messaging application to cause that participant to be invited to the game. The messaging application may then transmit a message to the identified participant enabling them to join the game. While the participant's invitation is pending (e.g., after the user taps or selects the ring option 621), the gaming application may replace the ring option 621 with a cancel option 622. In response to the gaming application detecting a user input that taps or selects a cancel option 622 for a given participant listed in the invites screen 620 that was previously invited, the gaming application immediately sends an identifier of the selected participant to the messaging application to cause the messaging application to avoid or remove the invitation to the game for that participant. The cancel option 622 allows a user to cancel an invitation that was accidentally sent.

In both the first and second implementations, while the user waits for the invited participants to join the game, the gaming application may dismiss the friend invites screen 610 or 620, and return the user to earlier screen from which the invite option 605 was selected. In the first implementation, the user may be returned to the earlier screen after the invite option is selected. In the second implementation, the user may be returned to the earlier screen after a threshold period of time of inactivity (or not selecting any participant from invites screen 620) or after the user taps or selects a region of the screen outside of friend invites screen 620. In this earlier screen, the game interface 650 may be presented together with the chat bar 600 and a prompt (e.g., at the top of the screen) indicating the list of participants that the user invited and is waiting to join the game. The prompt showing the user the list of participants displayed, for example, at the top of the screen can be dismissed (removed from display) in response to the gaming application receiving a user selection or tapping of the prompt. The invited participant may be notified and be provided with the option to join the game. If the invited participant joins the game, the gaming application may request and receive the avatar associated with the joined participant from the messaging application and add a presence indicator to the chat bar 600 for the newly joined participant.

In some embodiments, if the user taps outside the region of the friend invites screen 610 or 620 (e.g., a region above the screen where the gaming application interface is shown), the friend invites screen 610 or 620 is closed and the chat bar 600 is presented in its place. In some embodiments, while the friend invites screen 610 or 620 is presented to the user, some or all of the gaming interface is obscured and non-interactive. After the user selects those friends from the friend invites screen 610 or 620 to invite to the game, the friend invites screen 610 or 620 is closed and gameplay can resume.

In some embodiments, the messaging application may launch the gaming application from a non-conversation user interface of the messaging application. In such circumstances, invite option 605 may be the only option in chat bar 600 and selection of invite option 605 may cause the messaging application to present a play with screen 701 (shown in FIG. 7) that presents a list of all of the user's friends and groups. After the user selects those friends with whom the user would like to invite to play the game, the identifiers of those users (and corresponding avatars) are provided by the messaging application to the gamine application. Features of the chat bar 600 may then be modified to include conversation related features (e.g., participant indicators 601, 602, a voice party line option 613, and a textual chat entry interface 614). In some embodiments, the play with screen 701 may obscure all or most of the gaming application user interface screen.

Referring to FIG. 7, the play with screen 701 includes an individual friends region 703 and a group region 702. The individual friends region 703 may list each of the user's friends on the messaging application and may allow the user to individually identify those friends the user would like to invite to play the game. The group region 702 may identify groups of more than one friend with whom the user previously had a group conversation or whom the user has previously identified as a group. The friends included in each group identified in group region 702 may not be unique to that group. For example, a “Brunch Bashers” group may include a user's friend John and another group “Designers” may also include the same friend John. The difference between these two groups is other friends that are included in the groups. For example, the group “Brunch Bashers” includes the friends (John, Kate and Tommy) while the group “Designers” includes the friends (John, Kate and Ashely).

Each user included in the friends region 703 and/or group region 702 may be identified by the avatar and/or name associated with that user. Group region 702 may include for each listed group an icon showing multiple avatars (e.g., 2-3) of some or all of the friends included in listed group. In some embodiments, if a group has more than three friends, only the avatars for three friends may be included in the icon listed for the group. The selection of which avatar to include in the icon in the case of a group that has more than three friends, may be based on whichever friend is most active in the group. For example, the friends that have the three friends in the group that have the most number of chats or messages relative to other friends in the group may be selected as the friends for whom the avatars are included in the icon for the group.

In response to receiving a user selection of friends from friends region 703 and/or from group region 702, the messaging application may communicate and transmit a message to each user that has been individually selected from friends region 703 or that is a member of a selected group from group region 702. In some implementations, a user is limited to either selecting a set of any number of friends listed in friends region 703 to whom to send invitations or selecting a single group listed in group region 702. Any friend that receives the invitation can accept the invitation and agree to play the game with the user. The messaging application may determine which users agreed to play the game with the user, create a conversation group for this collection of users, and provide the identifier of the conversation and user identifiers to the gaming application. The user is then presented with the chat bar 600 that includes the presence indicators for each member of the conversation group formed by the messaging application.

Participants in the game can communicate with each other in various ways. For example, participants can communicate with each other by text or by voice. To communicate by text, a participant in the game selects or taps the textual chat entry interface 614/714. To communicate by voice, a participant in the game selects or taps the voice party line option 613/713.

In some embodiments, if the user taps or selects the textual chat entry interface 614 (FIG. 6) or 714 (FIG. 7), a keyboard opens up to allow the user to input text for transmission to participants of the conversation. In some implementations, the keyboard pushes the chat bar 730 upward (not shown) and the game interface screen up half the height of the keyboard. In this case, the top portion of the gaming interface is pushed off of the screen. In other implementations, the keyboard is displayed on top of the chat bar 730 and the interface screen anywhere that is suitable.

The keyboard allows a user to type in a message to be transmitted to each or selected members of the conversation. While the keyboard is open, the gaming application interface is disabled meaning the user cannot interact with the game. In an embodiment, the messaging application may indicate to the gaming application that the user's focus is on the keyboard and not the gaming application in this case and the gaming application may pause gameplay or perform another suitable action in response. The keyboard may remain displayed until the messaging application receives a user input closing the keyboard or after a predetermined time interval or user inactivity. At such time, the messaging application may inform the gaming application that the user's focus is back on the gaming application and in response the gaming application may resume gameplay for the user.

When the message is sent, a chat bubble 710 above the chat bar 730 is presented to the user who is sending the message. If there are messages that were previously exchanged by the participants in the conversation, the chat bubble 710 includes some or all of such messages. In an example, the gaming application only includes the last three messages that were exchanged in the conversation. Prior messages are presented above the latest message that the user sent. The size of the chat bubble 710 may vary based on the length or the number of messages exchanged in the conversation. The messaging application may receive a user input scrolling up or down (e.g., the user may swipe in the up direction or the down direction) to reveal earlier messages that were exchanged. In an embodiment, the user may only scroll up and down to see earlier messages while the keyboard is displayed. In an embodiment, the chat bubble 710 is only visible while the keyboard is displayed. In an embodiment, the chat bubble 710 and/or keyboard interface is partially transparent allowing the user to see the gaming application interface behind the chat bubble 710 and/or keyboard interface to reduce the obstruction caused by the chat bubble 710 and/or keyboard interface.

In some implementations, each user in the conversation is assigned a different font color. The gaming application can communicate with the messaging application via platform 124 to determine the font colors associated with each participant in the conversation. The gaming application may present the name of the user who sent the message in the chat bubble 710 along with the corresponding message the user sent in the font color associated with that user. In some embodiments, the name of the avatar shown in the presence indicator 601, 602 may vary for each user associated with the avatar and may match the font color assigned to the particular user in the conversation.

When a user receives a message in the conversation, a similar chat bubble 710 is presented above the chat bar 730. If the keyboard is not currently active or displayed for the user who receives the message, only one chat bubble 710 is visible at a time. If the keyboard is currently active or displayed, multiple chat bubbles 710 may be presented each associated with a different participant in the conversation. When the message is received in the conversation, the chat bubble 710 for the recipient is dismissed and removed from display after a period of time from when the chat bubble started being displayed (e.g., 4 seconds) if the messaging application does not receive a user input selecting or tapping on the received chat bubble 710. If the messaging application receives a user input selecting or tapping on the received chat bubble 710, the chat bubble is dismissed and removed from display before the period of time elapses (e.g., earlier than 4 seconds from being received and displayed).

An indicator of unread messages may appear in or around textual chat entry interface 714 (e.g., next to the avatar of the user from whom the message was last received). The indicator may identify the number of messages in the conversation that the user has not read or viewed (e.g., the number of messages that were received in the conversation and for which the chat bubble 710 was dismissed either after the period of time or when the user tapped or selected the chat bubble 710). This indicator may be updated after every time the chat bubble 710 is dismissed manually or automatically.

When the user who receives the messages from other users taps or selects the textual chat entry interface 714, the indicator representing the number of unread messages is reset back to zero. Additionally, a keyboard interface is presented to the user along with the chat bubble 710 to allow the user to view the conversation history (e.g., by scrolling up/down) and respond. As discussed above, when the keyboard interface is presented, the gameplay interface screen is inactive and the messaging application may transmit a message to the gaming application indicating that the user's focus is not on the gaming application.

In some embodiments, the history of the messages exchanged by the users in the conversation is kept for the duration of the game session. Namely, every message that the users exchanged in the conversation during the game session can be scrolled during gameplay by revealing the keyboard when the user taps or selects the textual chat entry interface 714. When the user exits the gaming application (e.g., by selecting an exit option 606), the conversation history is deleted. In this way, if the user returns to the gaming application taps or selects the textual chat entry interface 714 to view or create a message, no messages that were exchanged in the previous gaming session are presented and cannot be scrolled to by the user.

The messaging application enables participants in the gaming application to communicate by voice in various ways. By allowing users to communicate by voice, no gameplay is disrupted. Namely, the user's focus can remain on the gaming application and no gameplay functionality is disabled and no display aspects of the gaming application is obscured.

For example, in response to the messaging application receiving a user selection or tap of the voice party line option 713, the messaging application may start a persistent voice conversation session. In the persistent voice conversation session, each user's voice is captured by that user's microphone and the audio of the user's voice is presented to other participants of the conversation. In this case, the volume of the gaming application is reduced by a fraction (e.g., reduced by half) to make it easier for the user's to focus on the audio of the conversation. The user can terminate the persistent voice session when the messaging application receives a user selection or tap of the voice party line option 713.

Another way users can communicate by voice is in a walkie-talkie manner. To communicate in this manner, users press and hold the voice party line option 713. In response to receiving a user selection that presses and holds the voice party line option 713, the messaging application captures the user's voice through the user's microphone and transmits that captured voice to other participants in the conversation. The captured voice can be transmitted in real-time as the user is speaking or after the user releases the voice party line option 713. The messaging application may continue to capture the audio from the user's microphone for the duration of time that the messaging application determines that the voice party line option 713 is being pressed and held by the user.

While users are communicating by voice (either through a persistent voice conversation session or in the walkie-talkie manner), the messaging application changes the state of the voice party line option 713. In particular, when voice communications is activated by a user by pressing and holding or tapping the voice party line option 713, the messaging application may change the appearance of the voice party line option 713 from one form to another (e.g., from presenting an image of a microphone to presenting an image of a waveform or a waveform animation). The messaging application may change the appearance of the voice party line option 713 to radiate with green ring (or any other color ring or shape). The messaging application may also present a waveform animation over or next to a presence indicator 601, 602 (e.g., avatar) of a participant who is speaker. In this way, participants can determine visually which user is current speaking by looking at which presence indicator 601, 602 has a waveform animation. For example, when John is speaking in the conversation and Jennifer is not, the messaging application may present a waveform animation over or next to the avatar for John and may omit presentation of the waveform animation over or next to the avatar for Jennifer. When multiple participants are speaking simultaneously, multiple waveform animations can be presented simultaneously over or next to each user's corresponding presence indicator 601, 602.

Referring back to FIG. 6, in some embodiments, if a user taps or selects the exit option 606, a prompt is presented on all or a portion of the screen asking the user to confirm that the gaming application should exit. In response to receiving a user selectin of an exit option from the displayed prompt, the gaming application exits and the user is returned to the messaging application interface. In response to receiving a user selection of a cancel option from the displayed prompt, the gaming application resumes and the chat bar 600 is presented.

In some embodiments, the gaming application may present a participant with a support workflow option. Selection of this option allows a given participant to report an issue or problem with the gaming application. In response to receiving a participant selection of the support workflow option, the gaming application transmits a message to the messaging application (before or after requesting input from the participant about the details of the issue or problem). The messaging application receives the message with the issue or problem and sends the message to a customer support application. The customer support application may interact directly or via the messaging application with the participant to resolve the issue or problem.

In some embodiments, the gaming application may present a participant a game audio toggle option or volume option. The audio toggle or volume option enables the participant to adjust the volume setting of the game without impacting volume of any other application running on the client device. For example, in response to receiving a participant selection of the toggle option, the gaming application audio may be muted while audio of the messaging application continues to be provided to the participant to inform the participant about new messages etc. Alternatively, in response to receiving a participant adjustment of the volume option, the gaming application audio may be reduced or increased by a participant specified amount while audio of the messaging application continues to be provided to the participant at the same level to inform the participant about new messages etc.

In some embodiments, the gaming application may present a participant with a storefront allowing the user to purchase upgrades or improve the user's position in the gaming application. In presenting the storefront, the messaging application may instruct the gaming application to present a token balance bar indicating to the user how many tokens the user has. The tokens can be used by the user to make purchases in the storefront. The gaming application may present the user with the opportunity to obtain additional tokens for free or make purchases at a reduced cost if the user watches an advertisement or reward video. The gaming application may present a video icon or specific text (e.g., FREE) to make the option to obtain additional tokens or make purchases at a reduced cost clearly visible to the user. In response to receiving a user selection of the option to obtain additional tokens for free or make purchases at a reduced cost, the gaming application may send a message to the messaging application via platform 124 to present a reward video to the user. The messaging application may cause a reward video from the reward video system 125 to be presented to the user. The messaging application may inform the gaming application via platform 124 when the reward video was completely consumed by the user. In response to receiving this indication from the messaging application, the gaming application may update a token balance of the user or provide the user with the requested goods from the storefront at a reduced cost.

FIG. 8 is a block diagram illustrating an example software architecture 806, which may be used in conjunction with various hardware architectures herein described. FIG. 8 is a non-limiting example of a software architecture and it will be appreciated that many other architectures may be implemented to facilitate the functionality described herein. The software architecture 806 may execute on hardware such as machine 900 of FIG. 9 that includes, among other things, processors 904, memory 914, and input/output (I/O) components 918. A representative hardware layer 852 is illustrated and can represent, for example, the machine 900 of FIG. 9. The representative hardware layer 852 includes a processing unit 854 having associated executable instructions 804. Executable instructions 804 represent the executable instructions of the software architecture 806, including implementation of the methods, components, and so forth described herein. The hardware layer 852 also includes memory and/or storage modules memory/storage 856, which also have executable instructions 804. The hardware layer 852 may also comprise other hardware 858.

In the example architecture of FIG. 8, the software architecture 806 may be conceptualized as a stack of layers where each layer provides particular functionality. For example, the software architecture 806 may include layers such as an operating system 802, libraries 820, frameworks/middleware 818, applications 816, and a presentation layer 814. Operationally, the applications 816 and/or other components within the layers may invoke API calls 808 through the software stack and receive messages 812 in response to the API calls 808. The layers illustrated are representative in nature and not all software architectures have all layers. For example, some mobile or special purpose operating systems may not provide a frameworks/middleware 818, while others may provide such a layer. Other software architectures may include additional or different layers.

The operating system 802 may manage hardware resources and provide common services. The operating system 802 may include, for example, a kernel 822, services 824, and drivers 826. The kernel 822 may act as an abstraction layer between the hardware and the other software layers. For example, the kernel 822 may be responsible for memory management, processor management (e.g., scheduling), component management, networking, security settings, and so on. The services 824 may provide other common services for the other software layers. The drivers 826 are responsible for controlling or interfacing with the underlying hardware. For instance, the drivers 826 include display drivers, camera drivers, Bluetooth® drivers, flash memory drivers, serial communication drivers (e.g., Universal Serial Bus (USB) drivers), Wi-Fi® drivers, audio drivers, power management drivers, and so forth depending on the hardware configuration.

The libraries 820 provide a common infrastructure that is used by the applications 816 and/or other components and/or layers. The libraries 820 provide functionality that allows other software components to perform tasks in an easier fashion than to interface directly with the underlying operating system 802 functionality (e.g., kernel 822, services 824 and/or drivers 826). The libraries 820 may include system libraries 844 (e.g., C standard library) that may provide functions such as memory allocation functions, string manipulation functions, mathematical functions, and the like. In addition, the libraries 820 may include API libraries 846 such as media libraries (e.g., libraries to support presentation and manipulation of various media format such as MPREG4, H.264, MP3, AAC, AMR, JPG, PNG), graphics libraries (e.g., an OpenGL framework that may be used to render two-dimensional and three-dimensional in a graphic content on a display), database libraries (e.g., SQLite that may provide various relational database functions), web libraries (e.g., WebKit that may provide web browsing functionality), and the like. The libraries 820 may also include a wide variety of other libraries 848 to provide many other APIs to the applications 816 and other software components/modules.

The frameworks/middleware 818 (also sometimes referred to as middleware) provide a higher-level common infrastructure that may be used by the applications 816 and/or other software components/modules. For example, the frameworks/middleware 818 may provide various graphic UI (GUI) functions, high-level resource management, high-level location services, and so forth. The frameworks/middleware 818 may provide a broad spectrum of other APIs that may be utilized by the applications 816 and/or other software components/modules, some of which may be specific to a particular operating system 802 or platform.

The applications 816 include built-in applications 838 and/or third-party applications 840. Examples of representative built-in applications 838 may include, but are not limited to, a contacts application, a browser application, a book reader application, a location application, a media application, a messaging application, and/or a game application. Third-party applications 840 may include an application developed using the ANDROID™ or IOS™ software development kit (SDK) by an entity other than the vendor of the particular platform, and may be mobile software running on a mobile operating system such as IOS™, ANDROID™, WINDOWS® Phone, or other mobile operating systems. The third-party applications 840 may invoke the API calls 808 provided by the mobile operating system (such as operating system 802) to facilitate functionality described herein.

The applications 816 may use built-in operating system functions (e.g., kernel 822, services 824, and/or drivers 826), libraries 820, and frameworks/middleware 818 to create UIs to interact with users of the system. Alternatively, or additionally, in some systems interactions with a user may occur through a presentation layer, such as presentation layer 814. In these systems, the application/component “logic” can be separated from the aspects of the application/component that interact with a user.

FIG. 9 is a block diagram illustrating components of a machine 900, according to some example embodiments, able to read instructions from a machine-readable medium (e.g., a machine-readable storage medium) and perform any one or more of the methodologies discussed herein. Specifically, FIG. 9 shows a diagrammatic representation of the machine 900 in the example form of a computer system, within which instructions 910 (e.g., software, a program, an application, an applet, an app, or other executable code) for causing the machine 900 to perform any one or more of the methodologies discussed herein may be executed. As such, the instructions 910 may be used to implement modules or components described herein. The instructions 910 transform the general, non-programmed machine 900 into a particular machine 900 programmed to carry out the described and illustrated functions in the manner described. In alternative embodiments, the machine 900 operates as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine 900 may operate in the capacity of a server machine or a client machine in a server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine 900 may comprise, but not be limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system, a cellular telephone, a smart phone, a mobile device, a wearable device (e.g., a smart watch), a smart home device (e.g., a smart appliance), other smart devices, a web appliance, a network router, a network switch, a network bridge, or any machine capable of executing the instructions 910, sequentially or otherwise, that specify actions to be taken by machine 900. Further, while only a single machine 900 is illustrated, the term “machine” shall also be taken to include a collection of machines that individually or jointly execute the instructions 910 to perform any one or more of the methodologies discussed herein.

The machine 900 may include processors 904, memory memory/storage 906, and I/O components 918, which may be configured to communicate with each other such as via a bus 902. In an example embodiment, the processors 904 (e.g., a central processing unit (CPU), a reduced instruction set computing (RISC) processor, a complex instruction set computing (CISC) processor, a graphics processing unit (GPU), a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a radio-frequency integrated circuit (RFIC), another processor, or any suitable combination thereof) may include, for example, a processor 908 and a processor 912 that may execute the instructions 910. The term “processor” is intended to include multi-core processors 904 that may comprise two or more independent processors (sometimes referred to as “cores”) that may execute instructions contemporaneously. Although FIG. 9 shows multiple processors 904, the machine 900 may include a single processor with a single core, a single processor with multiple cores (e.g., a multi-core processor), multiple processors with a single core, multiple processors with multiple cores, or any combination thereof.

The memory/storage 906 may include a memory 914, such as a main memory, or other memory storage, and a storage unit 916, both accessible to the processors 904 such as via the bus 902. The storage unit 916 and memory 914 store the instructions 910 embodying any one or more of the methodologies or functions described herein. The instructions 910 may also reside, completely or partially, within the memory 914, within the storage unit 916, within at least one of the processors 904 (e.g., within the processor's cache memory), or any suitable combination thereof, during execution thereof by the machine 900. Accordingly, the memory 914, the storage unit 916, and the memory of processors 904 are examples of machine-readable media.

The I/O components 918 may include a wide variety of components to receive input, provide output, produce output, transmit information, exchange information, capture measurements, and so on. The specific I/O components 918 that are included in a particular machine 900 will depend on the type of machine. For example, portable machines such as mobile phones will likely include a touch input device or other such input mechanisms, while a headless server machine will likely not include such a touch input device. It will be appreciated that the I/O components 918 may include many other components that are not shown in FIG. 9. The I/O components 918 are grouped according to functionality merely for simplifying the following discussion and the grouping is in no way limiting. In various example embodiments, the I/O components 918 may include output components 926 and input components 928. The output components 926 may include visual components (e.g., a display such as a plasma display panel (PDP), a light emitting diode (LED) display, a liquid crystal display (LCD), a projector, or a cathode ray tube (CRT)), acoustic components (e.g., speakers), haptic components (e.g., a vibratory motor, resistance mechanisms), other signal generators, and so forth. The input components 928 may include alphanumeric input components (e.g., a keyboard, a touch screen configured to receive alphanumeric input, a photo-optical keyboard, or other alphanumeric input components), point based input components (e.g., a mouse, a touchpad, a trackball, a joystick, a motion sensor, or other pointing instrument), tactile input components (e.g., a physical button, a touch screen that provides location and/or force of touches or touch gestures, or other tactile input components), audio input components (e.g., a microphone), and the like.

In further example embodiments, the I/O components 918 may include biometric components 930, motion components 934, environmental components 936, or position components 938 among a wide array of other components. For example, the biometric components 930 may include components to detect expressions (e.g., hand expressions, facial expressions, vocal expressions, body gestures, or eye tracking), measure biosignals (e.g., blood pressure, heart rate, body temperature, perspiration, or brain waves), identify a person (e.g., voice identification, retinal identification, facial identification, fingerprint identification, or electroencephalogram based identification), and the like. The motion components 934 may include acceleration sensor components (e.g., accelerometer), gravitation sensor components, rotation sensor components (e.g., gyroscope), and so forth. The environment components 936 may include, for example, illumination sensor components (e.g., photometer), temperature sensor components (e.g., one or more thermometer that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., barometer), acoustic sensor components (e.g., one or more microphones that detect background noise), proximity sensor components (e.g., infrared sensors that detect nearby objects), gas sensors (e.g., gas detection sensors to detection concentrations of hazardous gases for safety or to measure pollutants in the atmosphere), or other components that may provide indications, measurements, or signals corresponding to a surrounding physical environment. The position components 938 may include location sensor components (e.g., a GPS receiver component), altitude sensor components (e.g., altimeters or barometers that detect air pressure from which altitude may be derived), orientation sensor components (e.g., magnetometers), and the like.

Communication may be implemented using a wide variety of technologies. The I/O components 918 may include communication components 940 operable to couple the machine 900 to a network 932 or devices 920 via coupling 924 and coupling 922, respectively. For example, the communication components 940 may include a network interface component or other suitable device to interface with the network 932. In further examples, communication components 940 may include wired communication components, wireless communication components, cellular communication components, Near Field Communication (NFC) components, Bluetooth® components (e.g., Bluetooth® Low Energy), Wi-Fi® components, and other communication components to provide communication via other modalities. The devices 920 may be another machine or any of a wide variety of peripheral devices (e.g., a peripheral device coupled via a USB).

Moreover, the communication components 940 may detect identifiers or include components operable to detect identifiers. For example, the communication components 940 may include Radio Frequency Identification (RFID) tag reader components, NFC smart tag detection components, optical reader components (e.g., an optical sensor to detect one-dimensional bar codes such as Universal Product Code (UPC) bar code, multi-dimensional bar codes such as Quick Response (QR) code, Aztec code, Data Matrix, Dataglyph, MaxiCode, PDF417, Ultra Code, UCC RSS-2D bar code, and other optical codes), or acoustic detection components (e.g., microphones to identify tagged audio signals). In addition, a variety of information may be derived via the communication components 940, such as, location via Internet Protocol (IP) geo-location, location via Wi-Fi® signal triangulation, location via detecting a NFC beacon signal that may indicate a particular location, and so forth.

Glossary

“CARRIER SIGNAL” in this context refers to any intangible medium that is capable of storing, encoding, or carrying transitory or non-transitory instructions for execution by the machine, and includes digital or analog communications signals or other intangible medium to facilitate communication of such instructions. Instructions may be transmitted or received over the network using a transitory or non-transitory transmission medium via a network interface device and using any one of a number of well-known transfer protocols.

“CLIENT DEVICE” in this context refers to any machine that interfaces to a communications network to obtain resources from one or more server systems or other client devices. A client device may be, but is not limited to, a mobile phone, desktop computer, laptop, PDAs, smart phones, tablets, ultra books, netbooks, laptops, multi-processor systems, microprocessor-based or programmable consumer electronics, game consoles, set-top boxes, or any other communication device that a user may use to access a network.

“COMMUNICATIONS NETWORK” in this context refers to one or more portions of a network that may be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a portion of the Internet, a portion of the Public Switched Telephone Network (PSTN), a plain old telephone service (POTS) network, a cellular telephone network, a wireless network, a Wi-Fi® network, another type of network, or a combination of two or more such networks. For example, a network or a portion of a network may include a wireless or cellular network and the coupling may be a Code Division Multiple Access (CDMA) connection, a Global System for Mobile communications (GSM) connection, or other type of cellular or wireless coupling. In this example, the coupling may implement any of a variety of types of data transfer technology, such as Single Carrier Radio Transmission Technology (1×RTT), Evolution-Data Optimized (EVDO) technology, General Packet Radio Service (GPRS) technology, Enhanced Data rates for GSM Evolution (EDGE) technology, third Generation Partnership Project (3GPP) including 3G, fourth generation wireless (4G) networks, Universal Mobile Telecommunications System (UMTS), High Speed Packet Access (HSPA), Worldwide Interoperability for Microwave Access (WiMAX), Long Term Evolution (LTE) standard, others defined by various standard setting organizations, other long range protocols, or other data transfer technology.

“EPHEMERAL MESSAGE” in this context refers to a message that is accessible for a time-limited duration. An ephemeral message may be a text, an image, a video, and the like. The access time for the ephemeral message may be set by the message sender. Alternatively, the access time may be a default setting or a setting specified by the recipient. Regardless of the setting technique, the message is transitory.

“MACHINE-READABLE MEDIUM” in this context refers to a component, device, or other tangible media able to store instructions and data temporarily or permanently and may include, but is not limited to, random-access memory (RAM), read-only memory (ROM), buffer memory, flash memory, optical media, magnetic media, cache memory, other types of storage (e.g., Erasable Programmable Read-Only Memory (EEPROM)) and/or any suitable combination thereof. The term “machine-readable medium” should be taken to include a single medium or multiple media (e.g., a centralized or distributed database, or associated caches and servers) able to store instructions. The term “machine-readable medium” shall also be taken to include any medium, or combination of multiple media, that is capable of storing instructions (e.g., code) for execution by a machine, such that the instructions, when executed by one or more processors of the machine, cause the machine to perform any one or more of the methodologies described herein. Accordingly, a “machine-readable medium” refers to a single storage apparatus or device, as well as “cloud-based” storage systems or storage networks that include multiple storage apparatus or devices. The term “machine-readable medium” excludes signals per se.

“COMPONENT” in this context refers to a device, physical entity, or logic having boundaries defined by function or subroutine calls, branch points, APIs, or other technologies that provide for the partitioning or modularization of particular processing or control functions. Components may be combined via their interfaces with other components to carry out a machine process. A component may be a packaged functional hardware unit designed for use with other components and a part of a program that usually performs a particular function of related functions. Components may constitute either software components (e.g., code embodied on a machine-readable medium) or hardware components. A “hardware component” is a tangible unit capable of performing certain operations and may be configured or arranged in a certain physical manner. In various example embodiments, one or more computer systems (e.g., a standalone computer system, a client computer system, or a server computer system) or one or more hardware components of a computer system (e.g., a processor or a group of processors) may be configured by software (e.g., an application or application portion) as a hardware component that operates to perform certain operations as described herein.

A hardware component may also be implemented mechanically, electronically, or any suitable combination thereof. For example, a hardware component may include dedicated circuitry or logic that is permanently configured to perform certain operations. A hardware component may be a special-purpose processor, such as a Field-Programmable Gate Array (FPGA) or an ASIC. A hardware component may also include programmable logic or circuitry that is temporarily configured by software to perform certain operations. For example, a hardware component may include software executed by a general-purpose processor or other programmable processor. Once configured by such software, hardware components become specific machines (or specific components of a machine) uniquely tailored to perform the configured functions and are no longer general-purpose processors. It will be appreciated that the decision to implement a hardware component mechanically, in dedicated and permanently configured circuitry, or in temporarily configured circuitry (e.g., configured by software) may be driven by cost and time considerations. Accordingly, the phrase “hardware component” (or “hardware-implemented component”) should be understood to encompass a tangible entity, be that an entity that is physically constructed, permanently configured (e.g., hardwired), or temporarily configured (e.g., programmed) to operate in a certain manner or to perform certain operations described herein. Considering embodiments in which hardware components are temporarily configured (e.g., programmed), each of the hardware components need not be configured or instantiated at any one instance in time. For example, where a hardware component comprises a general-purpose processor configured by software to become a special-purpose processor, the general-purpose processor may be configured as respectively different special-purpose processors (e.g., comprising different hardware components) at different times. Software accordingly configures a particular processor or processors, for example, to constitute a particular hardware component at one instance of time and to constitute a different hardware component at a different instance of time.

Hardware components can provide information to, and receive information from, other hardware components. Accordingly, the described hardware components may be regarded as being communicatively coupled. Where multiple hardware components exist contemporaneously, communications may be achieved through signal transmission (e.g., over appropriate circuits and buses) between or among two or more of the hardware components. In embodiments in which multiple hardware components are configured or instantiated at different times, communications between such hardware components may be achieved, for example, through the storage and retrieval of information in memory structures to which the multiple hardware components have access. For example, one hardware component may perform an operation and store the output of that operation in a memory device to which it is communicatively coupled. A further hardware component may then, at a later time, access the memory device to retrieve and process the stored output.

Hardware components may also initiate communications with input or output devices, and can operate on a resource (e.g., a collection of information). The various operations of example methods described herein may be performed, at least partially, by one or more processors that are temporarily configured (e.g., by software) or permanently configured to perform the relevant operations. Whether temporarily or permanently configured, such processors may constitute processor-implemented components that operate to perform one or more operations or functions described herein. As used herein, “processor-implemented component” refers to a hardware component implemented using one or more processors. Similarly, the methods described herein may be at least partially processor-implemented, with a particular processor or processors being an example of hardware. For example, at least some of the operations of a method may be performed by one or more processors or processor-implemented components. Moreover, the one or more processors may also operate to support performance of the relevant operations in a “cloud computing” environment or as a “software as a service” (SaaS). For example, at least some of the operations may be performed by a group of computers (as examples of machines including processors), with these operations being accessible via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., an API). The performance of certain of the operations may be distributed among the processors, not only residing within a single machine, but deployed across a number of machines. In some example embodiments, the processors or processor-implemented components may be located in a single geographic location (e.g., within a home environment, an office environment, or a server farm). In other example embodiments, the processors or processor-implemented components may be distributed across a number of geographic locations.

“PROCESSOR” in this context refers to any circuit or virtual circuit (a physical circuit emulated by logic executing on an actual processor) that manipulates data values according to control signals (e.g., “commands,” “op codes,” “machine code,”, etc.) and which produces corresponding output signals that are applied to operate a machine. A processor may, for example, be a Central Processing Unit (CPU), a Reduced Instruction Set Computing (RISC) processor, a Complex Instruction Set Computing (CISC) processor, a Graphics Processing Unit (GPU), a Digital Signal Processor (DSP), an ASIC, a Radio-Frequency Integrated Circuit (RFIC) or any combination thereof. A processor may further be a multi-core processor having two or more independent processors (sometimes referred to as “cores”) that may execute instructions contemporaneously.

“TIMESTAMP” in this context refers to a sequence of characters or encoded information identifying when a certain event occurred, for example giving date and time of day, sometimes accurate to a small fraction of a second.

Changes and modifications may be made to the disclosed embodiments without departing from the scope of the present disclosure. These and other changes or modifications are intended to be included within the scope of the present disclosure, as expressed in the following claims. 

What is claimed is:
 1. A method comprising: generating a communication interface that is associated with a messaging application; selecting between presenting a first set of features and presenting a second set of features based on whether a gaming application was launched from a non-conversation interface of the communication interface or whether the gaming application was launched from a conversation interface of the communication interface; presenting the first set of features within the communication interface in response to determining that the gaming application was launched from the non-conversation interface; and presenting the second set of features within the communication interface in response to determining that the gaming application was launched from the conversation interface.
 2. The method of claim 1, wherein the communication interface is displayed concurrently with a display of the gaming application.
 3. The method of claim 1, further comprising: launching the gaming application by the messaging application; determining a state in the messaging application from which the gaming application was launched; and modifying functionality of the communication interface based on the state in the messaging application from which the gaming application was launched.
 4. The method of claim 3, wherein modifying the functionality of the communication interface comprises adding to the communication interface a textual chat option, a voice option, an indication of participants in the conversation, and a friend invite option.
 5. The method of claim 1 further comprising presenting in the communication interface an avatar for each participant in the conversation.
 6. The method of claim 5 further comprising: detecting selection of a given avatar that is presented in the communication interface; and in response to detecting the selection of the given avatar, presenting in the communication interface a name of the participant associated with the given avatar.
 7. The method of claim 1 further comprising: receiving a message in the communication interface; determining that the message has not been read by a user; in response to determining that the message has not been read by the user, updating the communication interface to indicate a number of messages in the communication interface that have not been read by the user.
 8. The method of claim 7 further comprising clearing the number of messages the user has not read indicated in the communication interface in response to the user re-launching the gaming application after leaving the gaming application.
 9. The method of claim 1 further comprising: determining that a walkie talkie option has been selected by a user; while the walkie talkie option continues to be selected by the user, transmitting audio of the user to other participants of the communication interface; and terminating transmission of the audio in response to detecting that the walkie talkie option is no longer selected by the user.
 10. The method of claim 1 further comprising: presenting a list of participants in the communication interface to a user; and selecting a subset of the participants in the communication interface to invite to play the gaming application with the user.
 11. The method of claim 1, wherein the first set of features includes a simultaneous display of a first option to select one or more friends of a user in the messaging application with whom to play the gaming application and a second option to exit the gaming application and return to the messaging application.
 12. The method of claim 11 further comprising in response to receiving a user selection of the first option, presenting a list of friends of the user in the messaging application, the list identifying individual users and groups of users.
 13. The method of claim 11, wherein the second set of features includes a simultaneous display of a message indicator, a presence indicator, an option to communicate with players in the gaming application using voice communications, and an option to invite one or more friends from the communication interface to play the gaming application.
 14. A system comprising: a processor configured to perform operations comprising: generating a communication interface that is associated with a messaging application; selecting between presenting a first set of features and presenting a second set of features based on whether a gaming application was launched from a non-conversation interface of the communication interface or whether the gaming application was launched from a conversation interface of the communication interface; presenting the first set of features within the communication interface in response to determining that the gaming application was launched from the non-conversation interface; and presenting the second set of features within the communication interface in response to determining that the gaming application was launched from the conversation interface.
 15. The system of claim 14, wherein the communication interface is displayed concurrently with a display of the gaming application.
 16. The system of claim 14, wherein the operations further comprise: launching the gaming application by the messaging application; determining a state in the messaging application from which the gaming application was launched; and modifying functionality of the communication interface based on the state in the messaging application from which the gaming application was launched.
 17. The system of claim 16, wherein the operations to modify the functionality of the communication interface include adding to the communication interface a textual chat option, a voice option, a indication of participants in the conversation, and a friend invite option.
 18. The system of claim 14, wherein the operations further comprise presenting in the communication interface an avatar for each participant in the conversation.
 19. A non-transitory machine-readable storage medium that includes instructions that, when executed by one or more processors of a machine, cause the machine to perform operations comprising: generating a communication interface that is associated with a messaging application; selecting between presenting a first set of features and presenting a second set of features based on whether a gaming application was launched from a non-conversation interface of the communication interface or whether the gaming application was launched from a conversation interface of the communication interface; presenting the first set of features within the communication interface in response to determining that the gaming application was launched from the non-conversation interface; and presenting the second set of features within the communication interface in response to determining that the gaming application was launched from the conversation interface.
 20. The non-transitory machine-readable storage medium of claim 19, wherein the communication interface is displayed concurrently with a display of the gaming application. 